Book Image

Unreal Engine Physics Essentials

By : Devin Sherry, Vladimir Alyamkin, Katax Emperore
Book Image

Unreal Engine Physics Essentials

By: Devin Sherry, Vladimir Alyamkin, Katax Emperore

Overview of this book

This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4’s collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.
Table of Contents (15 chapters)
Unreal Engine Physics Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Creating simple collisions


When it comes to creating collisions, there are many options that we can take advantage of to properly utilize collision and optimize game performance. As we discussed in the previous section, we have the option to create simple and complex collisions in the Static Mesh editor in Unreal Engine 4, but we can also use third-party art programs to create custom collision hulls. Let's first discuss how to create simple collisions in Unreal Engine 4, and in the next section, we will discuss how to create complex and custom collisions for our assets.

Let's begin by opening StarterContent and navigating to Content Browser. From here, let's go to the StarterContent folder and select the Shapes folder that contains multiple simple-shaped static meshes to select from. For this set of examples, we will choose the Shape_Trim mesh because it is a more complicated shape as compared to a sphere or box; this way, we can see the effects of different collision options. Double-click...